As far as I tested the current version, I can say that a scoundrel/warrior and a mage can be equally strong; the problem is in specific skill combinations, in particular Adrenaline+Skin Graft+Teleport+Executioner talent turn almost any damage-oriented class into a one-turn-all-killing machine. The issue of crowd control is absolutely irrelevant with such a build.
My proposal is:
Skin Graft - increase AP cost to 2.
Teleport - increase AP cost to 3.
Executioner - reduce AP on kill to 1.
Optionally, some of these skills may require 2 or more points in a corresponding ability.
Huntsman: increased damage in height + 5%. Otherwise, there is Ranged + 5% damage. What do you think we're doing?
Polymorph: +1 attribute. Powerfull, best of all, clearly. Seriously you take what? +5% Fire /
Poison, Height, Critical Damage or +1 in an attribute that will give you the same in much better!
Deadknight, am I wrong to say that damage in height bonus has a multiplicative effect while combining with finesse (like critical damage bonus) while bonus from Ranged is additive? If I am right, there is a point in investing into the Huntsmen mastery.
Moreover, I think we will need 2+ points in a mastery to get better spells in the final version of the game. I wish I knew for sure; can anybody comment?
As for Polymorph, I absolutely agree in case of an average or damage-dealing character because anyone usually needs Memory to some point while keeping Wits up-to-date is also very useful - in addition to a main attribute. On the other hand, if Pyrokinetic and other damage-oriented mastery abilities will be boosted, this will settle the disbalance, because "supportive" mastery passive bonuses will find their niche anyway.
I also think that the passive bonus of Geomancy is quite weird because main damage of this mastery is earth damage. Besides, I can only remember 2 skills restoring physical armour at the moment.